Call of the Beastmen is an expansion campaign pack to acclaimed Total War: Warhammer RTS game. In the expansion, the player can try out a brand-new race – the titular Beastmen – in main campaign, multiplayer and custom battles. CotB features a new set of units, including two new Legendary Lords, as well as a dedicated story campaign “An Eye for an Eye”. The expansion received positive reviews from the critics.Release the Beast in the gameplayThe Beastmen are a new race introduced to TW: Warhammer, and the main feature of CotB expansion pack. These feral warriors rely on their ground troops, supported by brutal monsters and elite units, known as the Regiment of Renown. The Lords of the Beastmen – Khazrak the One-Eye and Malagor The Dark Omen – are powerful and can decide the fate of battle when deployed. Their key attribute is moving as the horde, which acts as a mobile encampment. The Beastmen spread corruption in the places they invade and can participate in unique events, dependent on the phase of the Chaos Moon.“An Eye for an Eye” – brand new story campaignAs the old saying goes, “Vengeance is best served cold”. Khazrak the One-Eye knows it well. His nemesis – Boris Todbringer – has evaded death long enough. Leading his warband through the dark paths of Drakwald, an ancient forest on the borders of the Empire. This time, Todbringer will learn of the Beastmen resolve and taste the cold steel of demise.ReceptionCall of the Beastmenreceived positive reviews from the critics, who noted new gameplay mechanics introduced in the expansion as one of the best in the series. The introductionof the horde was met with praise. Excellent graphics and polished gameplay were other strong features of this expansion pointed out by the critics.
The Shadow & The Blade is the latest Legendary Lords Pack for Total War: WARHAMMER II. Introducing Malus Darkblade and Deathmaster Snikch both with their own objectives, mechanics, units and playstyle.Two richly themed and unique Legendary Lords lead their own factions: Malus Darkblade leads Hag Graef - for the Dark Elves, and Deathmaster Snikch leads Clan Eshin for the Skaven.Each Legendary Lord brings their own unique faction mechanics, quest-chains, legendary items, skill-trees and campaign narrative.Adds new powerful units and heroes for both Dark Elves and the Skaven.Lethal chariots and pain-wracked Medusae for the sadistic warmongers of Hag Graef.Cunning stealth magic, warp-infused weapon teams and deadly covert infantry for the assassin-inspired units of Clan Eshin.Features new elite Regiments of Renown to lay catastrophic waste to your enemies across the New and Old Worlds.Both Lords can be used in campaign, custom and battle modes. And are also playable in Mortal Empires, the massive free campaign available to owners of both Total War: WARHAMMER and Total War: WARHAMMER II.Tz’arkan, the Drinker of Worlds, escaped from his eternal prison within the Chaos Wastes, only to end up bound inseparably with the with the very being who freed him, the violent and cruel Malus Darkblade. Sensing the potential of this Daemonic entity, the Nightlord of Clan Eshin has dispatched his most trusted assassin, Deathmaster Snikch, to track down the Daemon and uncover its true power.Malus Darkblade (Hag Graef)Unique faction mechanicsPossessionIn order to counteract his possession by Tz’arkan, Malus must continually drink an elixir that slows the Daemon’s influence over his mind. While the elixir is costly to consume, his master Malekith will gladly provide him with the recipe, but only if he helps him in his bid to control the Vortex.Despite the obvious danger in allowing the Drinker of Worlds to take control of his mind, there are situations in battle when Malus might benefit from letting the possession overcome him momentarily; greatly amplifying even his legendary viciousness. However, managing such an addiction to seemingly endless power, confronts Malus with desperate challenges throughout his campaign, as he seeks to wrestle back control of his very soul.Darkblade’s ExpeditionMalus starts the game in control of the mighty city of Hag Graef, while also in command of an expedition force supported by a Black Ark, on the other side of the world.In the opening stages of this campaign, the player is faced with a dilemma to either retain control of Hag Graef or give up the city in return for a hefty sum.With an offer Darkblade will find difficult to refuse, you’ll need to choose between two distinct campaign starts. Juggling the machinationsTz’arkan’s WhispersMalus Darkblade is the embodiment of hate and ruthlessness, qualities spurred by the evil brutality of the Daemon Tz’arkan. As Malus struggles in a constant inner-fight with the Daemon, it will attempt to influence him to perform acts of unthinkable slaughter and cruelty. As part of a new mission system, Malus can follow the Daemon’s dark whispers in return for unique and powerful rewards in the form of items, followers and other treasures.New units and charactersMalus Darkblade (Legendary Lord)In battle, Malus is a heavily armoured close-quarters combatant who excels at dealing armour piercing damage thanks to his powerful Warpsword of Khaine. He rides a ferocious Cold One, called Spite, into battle and instils fear upon his enemies, making him a terrifying opponent on the battlefield.Malus has the unique yet costly ability to transform into the Daemon Tz’arkan, the Drinker of Worlds.This ability refills his health, augments his stats and significantly alters his abilities in battle.High Beastmaster (Lord)The Dark Elves have long been experts at bending beasts and animals to their will, and the High Beastmasters are those that show even greater talent and aptitude. In particular, Beastmasters have considerable anti-large capabilities, making them a powerful tool when facing enemies that bring numberous large units into battle.Master (Hero)Dark Elf Masters are the lesser nobles of Dark Elf society. Adept with both spear and shield, these Heroes are capable of inflicting great damage to large targets, but are also capable of soaking up the most gruesome of blows thanks to their high melee defence and Guardian ability which protects nearby characters.Scourgerunner ChariotQuick and deadly, these war machines tear across the battlefield looking to hunt down new prey to kill or enslave. Equipped with powerful harpoons, they are a dedicated monster-hunting unit, capable of bringing down even the mightiest of beasts.Bloodwrack MedusaBound in pain-wracked serpentine bodies, the Bloodwrack Medusa is a terrifying sight to behold on the battlefield. These writhing, horrid monsters are best positioned behind the front line to maximise their powerful ranged attacks to decimate foes. However, they can match their ranged skill with ruthless melee capabilities, granting them a useful hybrid role while also causing fear and terror to enemy units.Bloodwrack ShrinePropelled by Dark Magic, the Bloodwrack Shrine grinds along the battlefield, inspiring allies and demoralising foes with its passive Aura of Agony and Aura of Ardour abilities. From her elevated position, the Medusa riding it has a far greater vantage point from which to cast her deadly gaze.The Siren of Red Ruin (Bloodwrack Medusa – Regiment of Renown)The Siren of Red Ruin is fear incarnate. This unique Medusa can call upon a damaging area-of-effect ability which tears apart enemy units in a radius around her, making for an extremely dangerous foe in close-combat.Ravagers of Rakarth (Scorgerunner Chariot – Regiment of Renown)The Ravagers of Rakarth are Clar Karond’s most elite Scourgerunner unit. Always thirsting for new quarry, this anti-large chariot is additionally armed with barbed nets that that slow enemy units in order to increase its killing potential.The Crows of Khaine (Harpies – Regiment of Renown)Harpies are always on the lookout for the next meal and the Crows of Khaine are the most ravenous. They provide regeneration abilities in exchange for damage dealt, increasing their survivability and causing terror in enemy units as they guzzle down the entrails of their victims.Deathmaster SnikchUnique faction mechanicsShadowy DealingsDeathmaster Snikch and his agents are the most feared secret operatives in the world, capable of subterfuge actions that few others possess. Using any of their Eshin characters, Clan Eshin can perform numerous Shadowy Dealing actions against their rivals on the campaign map, with 100% success. Actions have a wide range of outcomes including the simple theft of items or money, all the way to spying, inciting rebellions, and assassination,. The Deathmaster himself is even able to burn down entire cities!Greater Clan ContractsSkavendom’s unseen leaders are forever seeking to disrupt and backstab each other on the Council of Thirteen. When a problem arises that needs serious attention, the Greater Clans approach Clan Eshin to do their dirty work. These Clan Contracts allow Clan Eshin to receive money, food and increased reputation with the issuing clans, thus granting bonuses and reducing the cost of the Greater Clans’ specialized units.New units and charactersDeathmaster Snikch (Legendary Lord)With unmatched stealth abilities and immense duelling prowess, Deathmaster Snikch excels at fighting other characters, especially when they vulnerable and have already taken damage. Armed with his deadly Weeping Blades, he can instantly reduce a target’s armour by 50% on contact. Snikch also has the Vanguard Deployment and Stalk abilities, further cementing his role as the foremost Master Assassin of the Skaven.Master Assassin (Lord)Following in Snikch’s example, the Master Assassin excels at battling opposition characters in close combat but can also rely on their ranged shuriken attack to take enemies out from a distance. Their wide range of abilities such as Vanguard Deployment, Stalk and Concealment Bombs make them lethal ambush commanders to unleash upon your enemy.Eshin Sorcerer (Hero)Masters in the art of silent death, Eshin Sorcerers use the Lore of Stealth to support their allies from the rear of the battlefield. This new magic lore has a focus on sneakiness and controlling the battlefield, meaning they can dictate the tempo and flow of the battle to their advantage.Eshin TriadsOnly the most devout apprentice assassins ascend to the rank of Triad. Well-drilled and deadly, these warriors are a versatile alternative to their Clanrat and Stormvermin brethren and are best utilised behind the front ranks, excelling at exploiting gaps and weaknesses in the enemy lines. Whilst their armor isn’t the strongest, they make up for it with their Vanguard Deployment and Stalk abilities. Capabilities which enhance their sneakiness on the battlefield.Poisoned-Wind MortarThese mobile, rat-portable mortars are packed with a payload of poisoned wind-globes which can be fired at a much greater distance than their Globadier equivalents. Capable of causing the enemy damage over time as they choke on the deadly Warpstone gas, this unit excels at damaging a wide swathe of the enemy at once.Warp-Grinder Weapon TeamsDrilling into the ground and their enemies alike, the Warp-Grinder Weapon Teams rely upon powerful active abilities that create devastating effects on the battlefield. Once they’ve tied down their enemies with tremor effects, their drills can pierce the toughest of armours… provided the team can get within range. This unit can also destroy settlement walls, rending stone asunder with scant regard for friend or foe.The Avalanche Mortar (Death Globe Mortars – Regiment of Renown)These rare and infernal devices can fire special air-burst globes from great distances that explode in mid-air and inflict devastating armor-piercing damage upon all units unfortunate enough to be caught in their line of fire.Viskrin’s Death Squad (Death Runner – Regiment of Renown)Viskrin’s Death Squad are the elite among their rank and excel at acts of espionage. Lightly armoured but highly mobile, this unit is capable of outputting great amounts of armour piercing damage with their trusty weeping blades as well as making use of their elite combat agility in order to become even harder for the enemy to hit in return.Ishka’s Triads (Eshin Triads – Regiment of Renown)Ishka’s Triads follow the teachings of Ishka Fastclaw, who was once the Nightlord of Clan Eshin. Exhibiting deadly anti-large capabilities, they have the ability to summon a decoy of themselves upon the battlefield, making them ideal for deceiving the enemy while both attacking and retreating.Keep an eye on our official website and social media channels for our first gameplay reveals for this DLC. Have a question? Read the Announce FAQ for more information.
The Hunter & The Beast is the latest Lords Pack for Total War: WARHAMMER II. Introducing two rival Legendary Lords from the world of Warhammer Fantasy Battles, each with their own objectives, mechanics, units and playstyle, for use in both the Eye of the Vortex and Mortal Empires campaigns, and custom/multiplayer battles.Two richly themed new Legendary Lords lead their own factions: Markus Wulfhart leads the Huntsmarshal’s Expedition (Empire), and Nakai The Wanderer leads the Spirit of the JungleEach Legendary Lord brings their own unique faction mechanics, quest-chains, legendary items, skill-trees and campaign narrativeDevastating new ranged units, mobile gunpowder batteries and fabled Hunter Heroes for the Huntsmarshal’s ExpeditionTowering new Dread Saurians, the largest beasts to walk the world of Total War: WARHAMMER, plus new Kroxigors, Razordons and Rites for Spirit of the JungleNew Regiments of Renown to unlock, recruit and fieldBackgroundFearless, charismatic, daring: these are but a few of the epithets bestowed upon Markus Wulfhart, the Hunstmarshal of Emperor Karl Franz. With his band of ruthless trackers, scouts, hunters and sharpshooters, who better to dispatch to the steaming jungles of Lustria, in order to plant the flag and further Imperial interests? And if some Big Game should wander into the crosshairs, why, all the better… But the jungle does not sleep. Nakai The Wanderer, revered Kroxigor of the first-spawning, is a living legend among the Lizardmen. Wandering the jungles of Lustria since the destruction of his home-city of Tlanxla during the Great Catastrophe, he follows where the Great Plan wills him. Now Lustria is at threat from usurpers once more. Nakai will rally the Sacred Kroxigors, and rouse the Dread Saurians from their ageless slumber – the Old Ones demand it!Markus Wulfhart (The Huntsmarshal’s Expedition)Unique faction mechanics:Emperor’s MandateAs Markus Wulfhart expands Imperial interests in Lustria, his stature in the eyes of the Emperor grows. As a result, he receives a broadening range of increasingly advanced Empire units to aid in his expedition. As new territory is captured, his building options also diversify. In the Eye of the Vortex campaign, Markus will ultimately face the Spirit of the Jungle himself, Nakai the Wanderer, to decide who holds dominion over the jungles of Lustria.Wulfhart’s campaign progress is measured by how effectively he fulfils the Emperor’s Mandate. Expansion, successful military operations and other campaign activities increase his acclaim, which is tracked on the Emperor’s Mandate bar.The Emperor’s Mandate also dictates the quality of units available to Wulfhart via the Imperial Supplies system, which dispatches better units for him to recruit from time to time. As the Mandate bar fills, he will also unlock bonuses to further improve these units, plus new recruitment buildings.In the Eye of the Vortex campaign, filling the Emperor’s Mandate bar will cause Nakai the Wanderer to issue a final, do-or-die challenge to Markus Wulfhart – a call to battle that will become the stuff of legend!HostilityThe lands beyond the Empire are inimical to man, and Wulfhart’s actions will not go unnoticed. While defeating the local inhabitants improves Wulfhart’s Imperial standing and increases his supply of fresh troops, it also enrages Lustria’s native denizens…Wulfhart’s Hostility rating reflects the current level of Lustria’s retaliation against his military activities. Aggressive activities, such as military actions and raiding, can raise Hostility through five levels. Conversely, a more passive approach to the campaign will cause Hostility to fall.Each Hostility level has a negative effect on Wulfhart’s campaign, but is also a measure of his aggression against the Lizardmen. As he ascends through the Hostility levels, reinforcements are dispatched more frequently via the Imperial Supplies system. The strength of these reinforcements is still dictated by the Emperor’s Mandate bar.When peak Hostility is reached, a Lizardmen task-force is dispatched with the aim of defeating Wulfhart. He will instantly receive an Imperial Supplies drop and will need to survive sustained assault for a number of turns before the hostility bar resets.Wulfhart’s HuntersScattered throughout Lustria are four of the finest Hunters that ever lived. Wulfhart may attempt to track them down and acquire their services to aid in the expedition’s success, and subsequently developing each Hunter’s unique attributes and learning the tales of their past deeds.Wulfhart can search for the four Hunters in the Jungles of Lustria by completing special missions. The Hunters each have bespoke stories which are uncovered through unique missions. Completing these missions will reward them with new traits and powerful abilities.The Hunters are not required to complete Wulfhart's narrative Vortex campaign, but bring major benefits to the Huntsmarshal’s Expedition.Jorek Grimm is a brilliant Master Engineer. Shunned for his eccentric ideas, he has struck out alone to seek his fortune in Lustria…Rodrik L'Anguille was once a renowned Paladin. Disgraced and exiled however, he is haunted by a past he cannot escape…Hertwig Van Hal, a skilled physician and Witch Hunter, has travelled far from home on his quest for ultimate vengeance…Kalara of Wydrioth, the eminent Waystalker, has traded the forests of Avelorn for the jungles of Lustria in pursuit of redemption…New units and characters:Markus WulfhartIn battle, Wulfhart is a ranged combatant with a powerful armour-piercing bow which deals bonus damage to large targets. Coupled with Vanguard Deployment, Stalk, a 360-degree fire-arc and immune to psychology, he has a well-deserved reputation as the ultimate monster hunter.In keeping with his reputation, Markus Wulfhart has a significant ambush defence and ambush success chance, and a large upkeep reduction to Huntsmen and Archers in his army.Huntsman General (Lord)Following Wulfhart’s example, his Huntsman Generals have Vanguard Deployment, Stalk, a 360-degree fire-arc are immune to psychology, and deal bonus damage against large targets. Their Fire Arrow capabilities mean they synergise well with Bright Wizards, and they grant reload-rate bonuses to other Imperial missile units. ArchersThe backbone of Wulfhart’s hunting-parties, these Imperial archers are inexpensive, plentiful, quick to fire, and are great at soaking enemy formations with ranged damage. Their loose formation enables them to trade fire with other ranged units at a profit.Deathjacks (Archers – Regiments of Renown)These elite archers also have Stalk, Snipe and Vanguard Deployment, enabling them to strike fast, strike first, and remain hidden from view. If well-screened, they can continue to fire without fear of discovery or ranged retaliation.Huntsmen:Only the finest archers ascend to the rank of Huntsmen. Well-drilled and versatile, they have Vanguard Deployment and Stalk, can fire while moving, have a greater range than standard Archers, enjoy a good degree of accuracy, and deal bonus damage to large targets.White Wolves (Hunstmen – Regiment of Renown)Few face the White Wolves and live to tell of it. These elite Huntsmen match their bow-skills with ruthless melee capabilities, granting them a useful hybrid role. Alongside their Hunter attributes, they also Encourage nearby friendlies and are Immune to Psychology. War WagonThese mobile armoured wagons are packed with six riflemen, each armed with an armour-piercing Outrider rifle. Slower than standard missile cavalry but far more resilient, they can fire while moving and in all directions, and reposition to place their fusillades precisely where required. In a pinch, they can also be used as chariots and charged into lighter or weakened enemy units.War Wagon (Mortar)These mobile artillery pieces may carry less ammo than standard mortars, but more than make up for it by being able to stay one step ahead of melee combatants, repositioning when threatened to set up a new base-of-fire and bombard the foe afresh. The Black Lions (War Wagon - Helblaster Volley Gun – Regiment of Renown)The ultimate unit in The Expedition’s armoury, The Black Lion is a devastating mobile light artillery piece. While shorter ranged than a standard Helblaster Volley Gun, it can pump rounds into approaching troops until the last second, then reposition to avoid getting caught in melee. Nakai the Wanderer (Spirit of the Jungle)Unique faction mechanics:New Horde mechanicsNakai’s faction, the Spirit of the Jungle, offers a unique variation on Horde gameplay. Each army in his faction, when placed in the Encampment stance, may develop its settlement infrastructure much as a standard settlement would. That infrastructure is preserved when the horde moves off, and may be further developed during future periods of Encampment. If a horde is destroyed in battle, all its infrastructure is lost along with the army.However, only Nakai’s personal horde can unlock units for recruitment. Other hordes in his faction may then recruit unit types Nakai has unlocked using the Global Recruitment option. These ‘minor’ hordes still have their own infrastructure and building trees, though some of these are focused on reducing Global Recruitment times rather than unlocking units.Defence of the Great PlanThe Great Plan of the Old Ones lies in a delicate balance. Many look to disrupt it, but none defend it as devoutly as Nakai the Wanderer. Nakai begins play with a vassal faction called the Defenders of the Great Plan – the caretakers of the great Temple Cities. When one of Nakai’s armies captures a region, it may be gifted to the Defenders. When a region is gifted thus, Nakai must choose which Old One that region’s temple should be dedicated to.As more temples are dedicated to a specific Old One, the more powerful the rewards bestowed upon Nakai and his faction.These temples generate a unique resource called Old Ones' Favour. Nakai may expend this Favour to access Blessed Spawnings units, or to recruit Lords at much higher ranks.Warmblood InvadersThe avaricious warmbloods look to pillage the temple cities of Lustria for profit. These invaders lurk throughout the jungles; they must be tracked and confronted with cold-blooded ferocity for the Great Plan to remain intact and unimpaired!In the Eye of the Vortex campaign, Nakai must fight to keep Lustria in the rightful hands of the Lizardmen. Several Empire colonies have been established, and each is encroaching on the jungle. They must be dealt with!Four extremely dangerous Hunters co-ordinate the efforts of the warmbloods. Hunt them down to draw out their leader, then defeat them all in a final, epic confrontation!Unique RitesNakai has a selection of new Rites focused around his units, faction mechanics and campaign focus.Rite of Alleigance: Performing this Rite brings Nakai to the attention of the Old Ones, increasing his vassal income and all his Hordes' replenishment rates.Rite of Rebirth: this Rite increases the growth rate for Hordes in Nakai’s faction, reduces construction costs, and reduces unit recruitment and upkeep costs factionwide.Rite of Mastery: This Rite increases the recruitment rank of Kroxigors, Kroxigor Ancients and Sacred Kroxigors, while improving their weapon strength and armour.New units and characters:Nakai the WandererWith high armour, health, melee attack and weapon strength, Nakai is a powerful brawler, well-suited to extended melee. He also grants bonus melee defence to, and reduces the recruitment and upkeep costs, of Kroxigors and Sacred Kroxigors in his army. Nakai also has a number of new support abilities in battle, further cementing his role as the centrepiece of battle: Miasma of Despair: speed, vigour and leadership area-effect debuffPrimal Roar: Increases Nakai’s physical resistance and melee attack, and grants Rampage to alliesGolden Tributes: Perfect Vigour for allies in rangeAncient KroxigorsThese well-armoured, hard hitting, anti-infantry specialists are cast in the mould of Nakai himself, and well-suited to extended melee engagements.Feral Dread SaurianIf you thought Carnosaurs the apex-predators of Lustria, think again. With breathtaking weapon-damage and high armour, these towering walls of teeth and fury are versatile, elite-killing, melee behemoths, and are subject to Rampage.Dread Saurian (Howdah)Somewhat tamer than their feral cousins, though no less capable, these titanic beasts are ridden into battle by Skink skirmishers, and do not rampage. Combining their terrifying melee power with four giant blowpipes and eight skinks hurling poisoned javelins, it is the ultimate multirole unit. Shredder of Lustria (Dread Saurian Howdah – Regiment of Renown)With rank nine stats, Encourage, and a passive hex aura reducing nearby enemy leadership, The Shredder of Lustria is truly a one-unit army – and comes with a pricetag to match.Sacred KroxigorsThese versatile and hard-hitting monstrous infantry are great all-rounders. With high weapon-strength and magical attacks, they can plough through against a greater variety of foes than standard Kroxigors.Cohort of Huatl (Sacred Kroxigors – Regiment of Renown)The Cohort of Huatl is a top-tier monstrous infantry unit. Building on the Sacred Kroxigors’ capabilities with additional armour-sundering attacks and bonus physical resistance, they synergise well in the field with Skinks and Saurus Warriors.Razordon Hunting PackFilling the air with deadly grapeshot-style volleys of armour-piercing fire, Razordon Hunting Packs are potent – and mobile – armoured infantry hunters. Amaxon Barbs (Razordons – Regiment of Renown)Dealing poison damage, and heavily scaled for enhanced missile resistance, these Razordons are pinpoint shooters and make top-notch skirmishers.